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The Krawl: Arcana Manual

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Introduction to Arcana

Arcana, or Magic in The Krawl is not mere mechanics—it is the reshaping of reality through will, faith, and understanding. Every spell cast leaves its mark upon the world, sometimes in ways the caster never intended. The wise practitioner learns not just the words and gestures, but the profound responsibility that comes with wielding forces beyond mortal comprehension.

This tome contains eighteen spells, from the fundamental cantrips that apprentices learn to the reality-shaking incantations that mark true masters. Each represents not just power, but a philosophy—a way of understanding one's place in the cosmic order.

It is told that mysterious and loathesome figures in the world possess spells whose effects range from mere trickery to reality-bending, but those are surely rumors.

Spell Mechanics Reminder:

Casting: d20 + INT (Mage)/WIS(Cleric) + Caster Level + Equipment Modifiers

Target: vs. Roll required to hit = 10 + Defender's H − Attacker's H (for attacks)

Overreach: Casting spells above your level requires a save vs. (10 + level difference).
(This is a special rule for spellcasting only. Other actions use the Difficulty Levels.)
Afflictions System:

Unified System: All spells in this manual interact with The Krawl's unified afflictions system. When spells mention effects like "poison," "disease," "curse," or mental states, they refer to specific afflictions defined in the Afflictions Manual.

Spell-Affliction Interactions: Spells can create, remove, or interact with afflictions. For example, Blessing of Renewal removes Poisoned affliction, Diseased affliction, and Cursed affliction. Voice of Truth creates effects similar to Charmed affliction.

Divine Magic (Clerics)

Divine magic flows from faith, devotion, and the blessing of higher powers. It seeks to heal, protect, and enforce cosmic justice. Yet even divine magic can have unintended consequences when wielded by mortal hands.

Level 1 Divine Spells

Sanctuary of the Faithful Level 1
Spell Modifier: +2 | Range: Touch | Duration: Until sunrise/sunset
You consecrate a location no larger than a modest building, imbuing it with divine protection. Within this sanctuary, violence becomes nearly impossible—weapons feel impossibly heavy, hostile magic falters, and even the angriest hearts find strange calm.

Mechanical Effect: All attack rolls within the area suffer a -10 penalty. Hostile spells require an additional save vs. Difficulty Level 15 to function. Anyone who rests within the sanctuary heals an additional d20 HP overnight.

Narrative Consequences: Word spreads of this holy ground. Pilgrims may come seeking shelter, refugees might claim sanctuary, and local authorities may demand to know by whose authority you've created a place beyond their law.

Overreach Warning: Creating sanctuary in unholy ground may attract unwanted divine attention or create a "contested" sanctuary where different powers vie for influence.
Blessing of Renewal Level 1
Spell Modifier: +1 | Range: Touch | Duration: Permanent
You channel divine energy to restore something to its original, intended state. Broken objects mend perfectly, withered plants bloom anew, wells afflicted with Poisoned affliction run clear, and cursed items lose their malevolent influence. The magic seeks the "true" form of the target as intended by creation.

Mechanical Effect: Fully repairs one object, neutralizes one Poisoned affliction or Diseased affliction, or removes one Cursed affliction. Can restore up to one day's worth of natural decay or damage. Living creatures heal d20 + WIS modifier HP.

Narrative Consequences: The divine energy lingers, making the target slightly resistant to future corruption. However, some "damage" may actually be improvement—a sword reforged into a plowshare returns to being a sword. The spell judges by divine standards, not mortal preferences. Items previously afflicted with Cursed affliction may retain subtle divine protection against future corruption.

Overreach Warning: Attempting to "renew" something that was created for evil purposes, or trying to undo divine punishment, may cause the spell to backfire or attract divine displeasure.
Voice of Truth Level 1
Spell Modifier: +0 | Range: Self | Duration: One conversation
Your words become invested with divine authority, making lies impossible to speak and truth impossible to ignore. While active, you cannot tell deliberate falsehoods, but your words carry such weight that even hardened criminals find themselves compelled to honesty in response.

Mechanical Effect: You cannot lie while the spell is active. Anyone you address must make a WIS save vs. your spell roll or be compelled to answer truthfully. They are aware of this compulsion and may choose to remain silent instead. This creates effects similar to Charmed affliction.

Narrative Consequences: Word spreads that you speak with divine authority. Some seek you out as an oracle or judge, while others avoid you entirely. Corrupt officials and criminals may view you as a threat. The truth you compel may shatter relationships, expose conspiracies, or reveal secrets better left hidden.

Overreach Warning: Using this spell to pry into divine mysteries, secret names of power, or information that mortals are not meant to know may result in divine censure or the spell turning against you.

Level 2 Divine Spells

Communion with the Dead Level 2
Spell Modifier: +1 | Range: Touch (corpse or grave) | Duration: Conversation
You open a bridge between the world of the living and the realm of the dead, allowing conversation with one departed soul. The spirit manifests as a translucent figure visible only to you and those you designate. The dead retain their personality but carry the weight of whatever lies beyond.

Mechanical Effect: The spirit can answer questions about their life, death, and anything they observed. They cannot lie, but may be evasive. The conversation lasts until you end it or the spirit chooses to depart.

Narrative Consequences: Death changes perspective. The spirit may have knowledge they didn't possess in life, or priorities that have fundamentally shifted. The act of communion may weaken the barriers between life and death in that location.

Overreach Warning: Attempting to contact ancient or powerful dead may bring you to the attention of psychopomps, death gods, or other entities who guard the boundaries of death.
Divine Mandate Level 2
Spell Modifier: +2 | Range: Sight | Duration: Until fulfilled or abandoned
You pronounce a divine command that reshapes probability and circumstance to ensure its fulfillment. This is not mind control—rather, the universe itself begins to conspire to make your mandate reality. Doors unlock at the right moment, guards fall asleep, evidence appears where needed.

Mechanical Effect: Choose a goal that could reasonably be accomplished within a day. The DM will arrange "coincidences" and lucky breaks that make success more likely. Relevant rolls gain advantage, and minor obstacles tend to resolve themselves favorably.

Narrative Consequences: Divine mandates create ripple effects. People whose lives are touched by these coincidences may become believers, enemies, or simply confused. The mandate must align with your deity's nature—a god of justice won't help with theft, even for noble reasons. Guards may fall into Asleep affliction at opportune moments, evidence may appear where needed.

Overreach Warning: Mandates that contradict divine will, attempt to circumvent fate, or seek to harm the innocent may twist in unexpected ways or bring divine retribution.
Circle of Judgment Level 2
Spell Modifier: +1 | Range: 30-foot radius | Duration: Until judgment is rendered
You create a zone where divine justice manifests physically. Within the circle, the guilty suffer while the innocent are protected. Weapons wielded with evil intent grow heavy and clumsy, while those raised in righteous defense become swift and sure.

Mechanical Effect: The DM judges each creature's moral standing regarding the current conflict. Those acting with good intentions gain +3 to all rolls, those with neutral intentions are unaffected, and those with evil intentions suffer -3 to all rolls (similar to Cursed affliction penalties).

Narrative Consequences: The circle makes moral truths visible to all present. Hypocrites are exposed, hidden virtues revealed, and complex moral situations become starkly black and white. This can shatter alliances, inspire conversions, or create lifelong enemies among those judged harshly.

Overreach Warning: Creating a circle in a place where divine justice has already been rendered, or where the moral situation is genuinely ambiguous, may cause the spell to falter or judge the caster instead.

Level 3 Divine Spells

Divine Wrath Level 3
Spell Modifier: +3 | Range: 100 feet | Duration: Instantaneous
You call down the terrible judgment of the divine upon a target you deem truly wicked. A pillar of golden fire descends from the heavens, bypassing all mundane protection and striking at the very soul of the target. This is divine justice made manifest.

Mechanical Effect: Roll spell attack. If successful, the target takes damage equal to your spell roll result + WIS modifier. This damage ignores all armor but can be reduced by magical protection. Against undead or demons, double the damage.

Narrative Consequences: The heavens themselves have taken notice. Local clerics may seek you out for judgment of your worthiness. Secular authorities may view you as a threat. The target, if they survive, is marked by divine attention.

Overreach Warning: Calling divine wrath upon someone who is not truly evil may result in the wrath reflecting back upon you. The divine does not appreciate being used for petty vengeance.
Miracle of Provision Level 3
Spell Modifier: +2 | Range: Touch | Duration: Permanent
You invoke divine power to provide for genuine need. Food appears for the hungry, water springs forth in drought, shelter manifests for the homeless. The magic reads true need, not mere want, and provides exactly what is necessary for survival and basic dignity.

Mechanical Effect: Creates enough food, water, basic shelter, or simple tools to sustain up to 20 people for one week. Items created are humble but perfectly suited to their purpose. Can be cast repeatedly, but only when genuine need exists.

Narrative Consequences: Communities may come to depend on your providence, creating both loyalty and burden. Local economies may be disrupted by free provision of goods. Merchants may resent the competition, while the desperate may follow you as a prophet of plenty.

Overreach Warning: Attempting to create luxury items, weapons, or using provision to undermine legitimate trade may cause the spell to fail or create inferior, temporary items that crumble when touched by greed.
Avatar of Faith Level 3
Spell Modifier: +1 | Range: Self | Duration: One scene
You become a living conduit for divine power, temporarily transcending mortal limitations. Your appearance becomes idealized and suffused with inner light. Your words carry the weight of divine authority, your presence inspires or terrifies, and minor miracles occur in your wake.

Mechanical Effect: Gain +5 to all rolls. Undead and demons must save vs. your presence or flee (similar to Frightened affliction). Believers are inspired (advantage on morale), while enemies of your faith are shaken (disadvantage on attacks against you). Can perform minor miracles at will.

Narrative Consequences: Witnesses never forget seeing an avatar of divine power. Some become instant converts, others develop grudges against divine authority. Political and religious leaders may see you as either a valuable ally or dangerous rival. The experience changes you permanently in subtle ways.

Overreach Warning: Maintaining avatar form too long, using it for personal gain rather than divine purpose, or channeling power beyond your spiritual capacity may result in divine abandonment or transformation into something inhuman.

Arcane Magic (Mages)

Arcane magic springs from understanding the fundamental forces that govern reality. It is raw power shaped by intellect and will, capable of rewriting the laws of physics themselves. But reality has its own defenses.

Level 1 Arcane Spells

Weave Reality Level 1
Spell Modifier: +2 | Range: 30 feet | Duration: Until dispelled
You alter the fundamental nature of a small area (no larger than a room), changing one basic property of matter or physics within that space. Water might flow upward, gravity could pull sideways, fire might burn cold, or stone could become transparent as glass.

Mechanical Effect: Choose one physical law to alter within the area. This provides mechanical benefits at DM discretion (walking on walls, immunity to one damage type, advantage on certain actions, etc.).

Narrative Consequences: Reality remembers being changed. The area may retain subtle oddities even after the spell ends. Repeated use in the same location can create permanent alterations or "soft spots" in reality where magic behaves unpredictably.

Overreach Warning: Attempting to alter fundamental forces like time or changing too large an area may cause reality to "snap back" violently, creating dangerous magical anomalies.
Phantom Servant Level 1
Spell Modifier: +1 | Range: 10 feet | Duration: One day
You give form to pure magical energy, creating an invisible servant of swirling force. The phantom can perform any task a human could accomplish, but its alien nature means it interprets commands with perfect literal accuracy and no common sense whatsoever.

Mechanical Effect: The servant has INT 0 but follows commands exactly as stated. It can carry 50 pounds, has defense of H = +2, D = 0, 10 HP, and can perform simple tasks continuously. Cannot attack or cast spells, but can trigger traps, operate mechanisms, or deliver messages.

Narrative Consequences: The servant's literal interpretation of commands often creates unintended consequences. Locals may notice objects moving by themselves, leading to rumors of hauntings. The servant may continue following old orders even after the spell ends if they were phrased carelessly.

Overreach Warning: Commanding the servant to perform tasks beyond its capabilities or giving it contradictory orders may cause it to manifest physically as a Confused affliction, potentially dangerous elemental.
Arcane Mark Level 1
Spell Modifier: +0 | Range: Touch | Duration: Permanent
You inscribe a mystical symbol on any surface, creating a magical mark that responds to your will. The mark can be visible or invisible, simple or complex, and you can sense its presence across vast distances. Multiple marks can be linked to create networks of magical surveillance or communication.

Mechanical Effect: You always know the mark's location and basic condition (intact, damaged, destroyed). Can trigger effects when touched by specific people or under certain conditions. Multiple marks can transmit simple messages between each other.

Narrative Consequences: Marks become part of local folklore and mystery. They may be studied by other mages, worshipped as protective symbols, or feared as signs of Cursed affliction. Networks of marks can revolutionize communication and commerce in regions where they're established.

Overreach Warning: Placing marks on living beings without consent, or attempting to mark artifacts of power already claimed by other entities, may create magical conflicts or Cursed affliction.

Level 2 Arcane Spells

Mindbridge Level 2
Spell Modifier: +1 | Range: Unlimited (known targets) | Duration: One conversation
You create a temporary telepathic connection with one or more individuals you have met before. This link allows for perfect mental communication, sharing not just words but emotions, sensations, and even brief glimpses of memory.

Mechanical Effect: You can communicate instantly with up to (your level) individuals simultaneously. You can share tactical information, coordinate actions across vast distances, or temporarily share skills.

Narrative Consequences: Minds touched by this magic are forever slightly changed. Participants may find themselves unconsciously mimicking each other or having shared dreams. Strong emotional moments during connection create permanent empathic links.

Overreach Warning: Connecting too many minds or forcing connection with unwilling targets may result in psychic feedback, temporary madness, or attracting entities that feed on mental energy.
Probability Web Level 2
Spell Modifier: +2 | Range: 100 feet | Duration: One scene
You perceive and manipulate the quantum threads of possibility that surround all events. By plucking these invisible strings, you can make unlikely events more probable and probable events less likely. The magic works through your subconscious, protecting you and hindering enemies.

Mechanical Effect: Once per round, you can force any creature within range to reroll one d20 (keeping the new result). Additionally, when you would suffer a critical failure, roll again—on 15+ the failure becomes a normal failure instead.

Narrative Consequences: People around you begin experiencing unusual runs of luck (good and bad). Gambling establishments may ban you, while desperate people seek you out hoping your presence will change their fortune. The universe begins to feel subtly different in your vicinity.

Overreach Warning: Attempting to manipulate truly significant events (deaths, births, natural disasters) may attract the attention of fate itself, possibly manifesting as temporal paradoxes or visits from agents of destiny.
Spectral Analysis Level 2
Spell Modifier: +1 | Range: Touch | Duration: Instantaneous
You see through the veils of time and magic to perceive the true history of an object, place, or person. Ghostly images play out showing significant events, hidden purposes are revealed, and magical auras become visible as dancing lights and shifting colors.

Mechanical Effect: Learn the true nature, history, and magical properties of the target. See through illusions and disguises. For locations, witness echoes of important events that occurred there. Cannot be fooled by magical deception.

Narrative Consequences: Knowledge gained this way is often disturbing or world-changing. You may discover that trusted allies have dark secrets, that precious heirlooms are afflicted with Cursed affliction, or that innocent-seeming locations were sites of tragedy. This knowledge comes with moral obligations.

Overreach Warning: Analyzing artifacts of divine origin, items connected to other planes, or places where reality is thin may overload your senses or attract unwanted attention from the entities connected to these mysteries.

Level 3 Arcane Spells

Temporal Echo Level 3
Spell Modifier: +3 | Range: Self or touch | Duration: One scene
You create a temporal loop around yourself or an ally, allowing them to "echo" a recent action if the outcome proves unsatisfactory. When activated, time briefly rewinds and the target can attempt their last significant action again with full knowledge of how it originally played out.

Mechanical Effect: The target can re-roll their last d20 roll with full knowledge of the consequences. They can choose to keep either result. This can be activated immediately after seeing the outcome of the original roll.

Narrative Consequences: Time magic leaves traces. Observers may experience déjà vu or conflicting memories. Repeated use in an area can create "time scars" where past events occasionally echo into the present. Entities that exist outside normal time may take notice.

Overreach Warning: Attempting to echo events that happened too long ago, or trying to undo truly significant moments like death, may create temporal paradoxes or attract time-traveling enemies.
Dimensional Anchor Level 3
Spell Modifier: +2 | Range: 50 feet | Duration: Until dismissed
You create a stable tear in reality, establishing a permanent doorway between two locations you have visited. The portal appears as a shimmering distortion in the air, allowing instant travel across vast distances. Only you and those you designate can see and use the portal.

Mechanical Effect: Creates a two-way portal between your current location and any other location you have physically visited. Travel is instantaneous. You can have only one portal active at a time. Others can use it only with your permission.

Narrative Consequences: Permanent portals fundamentally change the geography of trade, warfare, and politics. Nations may go to war for control of portal endpoints. The locations become mystically linked—weather, magical effects, and even Diseased affliction may transfer between them over time.

Overreach Warning: Creating portals to other planes, inside powerful magical wards, or to locations protected by gods may result in dimensional instability, planar invasions, or divine retribution.
Metamorphosis Level 3
Spell Modifier: +1 | Range: Touch | Duration: Until reversed
You fundamentally alter the nature of a creature or object, transforming it into something entirely different while preserving its essential consciousness or purpose. A person might become an animal, a sword might become a flowering tree, or a building might transform into a living creature.

Mechanical Effect: Target gains the physical characteristics, abilities, and limitations of the new form, but retains their mental scores and personality. Unwilling targets get a save vs. spell roll. Transformation is permanent until reversed by magic or specific conditions.

Narrative Consequences: Metamorphosis creates beings that don't fit natural categories. Transformed individuals struggle with identity, society may reject or worship them, and their existence challenges fundamental assumptions about the nature of reality. Some transformations may be seen as Cursed affliction, others as blessings.

Overreach Warning: Attempting to transform beings into forms that violate their essential nature, or trying to transform artifacts of power, may result in the transformation failing catastrophically or the subject becoming a dangerous hybrid creature.

The Path to Mastery

These eighteen spells represent the foundation upon which all greater magic is built. As you grow in power and understanding, remember that each spell cast changes not just the world around you, but yourself as well. Divine magic shapes your soul, bringing you closer to the cosmic forces you channel. Arcane magic expands your mind, but may distance you from mundane humanity.

The greatest mages and clerics understand that true mastery lies not in the power to reshape reality, but in the wisdom to know when such power should—or should not—be used. For in The Krawl, every action has consequences, and magic most of all.

For the AI Game Master: These spells are designed to create lasting narrative consequences and drive story development. When players cast them, consider how the world reacts, what new opportunities or complications arise, and how the magic might evolve based on the player's intentions and local magical environment. Magic should feel wondrous, dangerous, and transformative—never routine.

Spell Progression: As characters advance beyond 3rd level, they should be able to learn enhanced versions of these spells or discover entirely new magic through their adventures. Consider allowing players to research personal variations that reflect their character's growth and experiences.